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Difference between revisions of "User:Wormbo/OnslaughtSpecials"

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m (moved User:Wormbo/ONSPowerNodeSpecial to User:Wormbo/OnslaughtSpecials: contains more than one class)
(added ONSPowerCoreSpecial class and new ONSPowerNodeSpecial properties)
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The OnslaughtSpecials package contains some improved versions of Onslaught-specific actors. Currently it provides advanced versions of the power cores and power node classes.
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See [http://forum.omnipotents.com/showthread.php?t=13075 this thread] at the Omnip)o(tentS Forums for download and an example map.
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==ONSPowerCoreSpecial==
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{{infobox class
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|class  = ONSPowerCoreSpecial
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|package = OnslaughtSpecials
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|game    = UT2004
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|engine  = UE2
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|custom  = yes
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|parent1 = ONSPowerCore
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|parent2 = DestroyableObjective
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|parent3 = GameObjective
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|parent4 = JumpSpot
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|parent5 = JumpDest
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|parent6 = NavigationPoint
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|parent7 = Actor
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|parent8 = Object
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}}
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A standard Onslaught power core with a few additional features.
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====bCoreBeamAlwaysUpright====
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'''Type:''' [[bool]]
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If the power core itself isn't upright (i.e. Rotation.Pitch/Roll changed), should its sky beam be?
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====CoreHealth====
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'''Type:''' [[int]]
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How much health the core initially has.
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====ForcedCloseActors====
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'''Type:''' [[array]]<[[name]]>
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A list of actor names that should be associated with this core and not any other core or node. Any PlayerStart, ONSVehicleFactory, ONSStationaryWeaponPawn, ONSTeleportPad and xTeamBanner with a matching name or Tag will be affected.
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==ONSPowerNodeSpecial==
 
{{infobox class
 
{{infobox class
|game   = UT2004
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|class    = ONSPowerNodeSpecial
|engine = UE2
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|package  = OnslaughtSpecials
|custom = yes
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|game     = UT2004
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|engine   = UE2
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|custom   = yes
 
|parent1  = ONSPowerNodeNeutral
 
|parent1  = ONSPowerNodeNeutral
 
|parent2  = ONSPowerNode
 
|parent2  = ONSPowerNode
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|parent10 = Object
 
|parent10 = Object
 
}}
 
}}
This is a standard Onslaught power node, but with two additional features: Prime nodes and standalone nodes.
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This is a modified Onslaught power node with several additional features.
  
See [http://forum.omnipotents.com/showthread.php?t=13075 this thread] at the Omnip)o(tentS Forums for download and an example map.
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====bCatchLinkBeamEnd====
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'''Type:''' [[bool]]
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Whether the energy sphere should hold on to a link beam, similar to vehicles.
  
==Properties==
 
===Property group 'ONSPowerNodeSpecial'===
 
 
====bIsPrimeNode====
 
====bIsPrimeNode====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
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If this is enabled and the power node is not connected to any other power nodes or cores, it will not disable itself. Instead it can be taken and attacked by both teams.
 
If this is enabled and the power node is not connected to any other power nodes or cores, it will not disable itself. Instead it can be taken and attacked by both teams.
  
===Internal variables===
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====ForcedCloseActors====
====bDoublePrimeNode====
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'''Type:''' [[array]]<[[name]]>
'''Type:''' [[bool]]
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Currently just set but not used. Set to true if this is a prime node, but directly connected to both cores.
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A list of actor names that should be associated with this node and not any other node or core. Any PlayerStart, ONSVehicleFactory, ONSStationaryWeaponPawn, ONSTeleportPad and xTeamBanner with a matching name or Tag will be affected.
  
====bInitializing====
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====IsolatedDamagePerSec====
'''Type:''' [[bool]]
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'''Type:''' [[int]]
  
Temporarily set to delay initial activation of vehicle factories for prime nodes. This prevents spawning multiple vehicle respawn effects, especially during a round restart that involves a team change of the node.
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How much damage this node takes while it is isolated.
  
====bReallyStandalone====
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====LinkHealMultiplier====
'''Type:''' [[bool]]
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'''Type:''' [[float]]
  
This is set to true if the node is configured as standalone node and not connected to any other nodes or cores. This property is replicated to clients.
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Specifies, how efficiently the Link Gun can heal this node.
  
====bResetting====
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====NodeHealth====
'''Type:''' [[bool]]
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'''Type:''' [[int]]
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How much health the node initially has.
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====SphereHeight====
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'''Type:''' [[float]]
  
Temporarily set while the node is reset when loading link setups. This is helps distinguishing between loading link setups and modifications of a link setup via the link designer, because they need slightly different handling.
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How high above the node the energy sphere should be.

Revision as of 18:29, 3 July 2010

The OnslaughtSpecials package contains some improved versions of Onslaught-specific actors. Currently it provides advanced versions of the power cores and power node classes.

See this thread at the Omnip)o(tentS Forums for download and an example map.

ONSPowerCoreSpecial

UT2004 Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore >> ONSPowerCoreSpecial (custom)
Package: 
OnslaughtSpecials

A standard Onslaught power core with a few additional features.

bCoreBeamAlwaysUpright

Type: bool

If the power core itself isn't upright (i.e. Rotation.Pitch/Roll changed), should its sky beam be?

CoreHealth

Type: int

How much health the core initially has.

ForcedCloseActors

Type: array<name>

A list of actor names that should be associated with this core and not any other core or node. Any PlayerStart, ONSVehicleFactory, ONSStationaryWeaponPawn, ONSTeleportPad and xTeamBanner with a matching name or Tag will be affected.

ONSPowerNodeSpecial

UT2004 Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore >> ONSPowerNode >> ONSPowerNodeNeutral >> ONSPowerNodeSpecial (custom)
Package: 
OnslaughtSpecials

This is a modified Onslaught power node with several additional features.

bCatchLinkBeamEnd

Type: bool

Whether the energy sphere should hold on to a link beam, similar to vehicles.

bIsPrimeNode

Type: bool

If this is enabled and the power node has a direct connection to one (but not the other) power core, then it will become a "prime node", i.e. is active for the power core's team at the start of the round. The power node will act as usual if it is either directly connected to both power cores or only has an indirect connection to any power core.

bIsStandalone

Type: bool

If this is enabled and the power node is not connected to any other power nodes or cores, it will not disable itself. Instead it can be taken and attacked by both teams.

ForcedCloseActors

Type: array<name>

A list of actor names that should be associated with this node and not any other node or core. Any PlayerStart, ONSVehicleFactory, ONSStationaryWeaponPawn, ONSTeleportPad and xTeamBanner with a matching name or Tag will be affected.

IsolatedDamagePerSec

Type: int

How much damage this node takes while it is isolated.

LinkHealMultiplier

Type: float

Specifies, how efficiently the Link Gun can heal this node.

NodeHealth

Type: int

How much health the node initially has.

SphereHeight

Type: float

How high above the node the energy sphere should be.